/*
 * cocos2d for iPhone: http://www.cocos2d-iphone.org
 *
 * Copyright (c) 2009-2010 Ricardo Quesada
 * Copyright (C) 2009 Matt Oswald
 * 
 * Permission is hereby granted, free of charge, to any person obtaining a copy
 * of this software and associated documentation files (the "Software"), to deal
 * in the Software without restriction, including without limitation the rights
 * to use, copy, modify, merge, publish, distribute, sublicense, and/or sell
 * copies of the Software, and to permit persons to whom the Software is
 * furnished to do so, subject to the following conditions:
 * 
 * The above copyright notice and this permission notice shall be included in
 * all copies or substantial portions of the Software.
 * 
 * THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS OR
 * IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY,
 * FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL THE
 * AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER
 * LIABILITY, WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING FROM,
 * OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS IN
 * THE SOFTWARE.
 *
 */


#import "CCNode.h"
#import "CCProtocols.h"
#import "CCTextureAtlas.h"
#import "ccMacros.h"

#pragma mark CCSpriteBatchNode

@class CCSprite;

/** CCSpriteBatchNode is like a batch node: if it contains children, it will draw them in 1 single OpenGL call
 * (often known as "batch draw").
 *
 * A CCSpriteBatchNode can reference one and only one texture (one image file, one texture atlas).
 * Only the CCSprites that are contained in that texture can be added to the CCSpriteBatchNode.
 * All CCSprites added to a CCSpriteBatchNode are drawn in one OpenGL ES draw call.
 * If the CCSprites are not added to a CCSpriteBatchNode then an OpenGL ES draw call will be needed for each one, which is less efficient.
 *
 *
 * Limitations:
 *  - The only object that is accepted as child (or grandchild, grand-grandchild, etc...) is CCSprite or any subclass of CCSprite. eg: particles, labels and layer can't be added to a CCSpriteBatchNode.
 *  - Either all its children are Aliased or Antialiased. It can't be a mix. This is because "alias" is a property of the texture, and all the sprites share the same texture.
 * 
 * @since v0.7.1
 */
@interface CCSpriteBatchNode : CCNode <CCTextureProtocol>
{
	CCTextureAtlas	*textureAtlas_;
	ccBlendFunc		blendFunc_;

	// all descendants: chlidren, gran children, etc...
	CCArray	*descendants_;
}

/** returns the TextureAtlas that is used */
@property (nonatomic,readwrite,retain) CCTextureAtlas * textureAtlas;

/** conforms to CCTextureProtocol protocol */
@property (nonatomic,readwrite) ccBlendFunc blendFunc;

/** descendants (children, gran children, etc) */
@property (nonatomic,readonly) CCArray *descendants;

/** creates a CCSpriteBatchNode with a texture2d and a default capacity of 29 children.
 The capacity will be increased in 33% in runtime if it run out of space.
 */
+(id)batchNodeWithTexture:(CCTexture2D *)tex;
+(id)spriteSheetWithTexture:(CCTexture2D *)tex DEPRECATED_ATTRIBUTE;

/** creates a CCSpriteBatchNode with a texture2d and capacity of children.
 The capacity will be increased in 33% in runtime if it run out of space.
 */
+(id)batchNodeWithTexture:(CCTexture2D *)tex capacity:(NSUInteger)capacity;
+(id)spriteSheetWithTexture:(CCTexture2D *)tex capacity:(NSUInteger)capacity DEPRECATED_ATTRIBUTE;

/** creates a CCSpriteBatchNode with a file image (.png, .jpeg, .pvr, etc) with a default capacity of 29 children.
 The capacity will be increased in 33% in runtime if it run out of space.
 The file will be loaded using the TextureMgr.
 */
+(id)batchNodeWithFile:(NSString*) fileImage;
+(id)spriteSheetWithFile:(NSString*) fileImage DEPRECATED_ATTRIBUTE;

/** creates a CCSpriteBatchNode with a file image (.png, .jpeg, .pvr, etc) and capacity of children.
 The capacity will be increased in 33% in runtime if it run out of space.
 The file will be loaded using the TextureMgr.
*/
+(id)batchNodeWithFile:(NSString*)fileImage capacity:(NSUInteger)capacity;
+(id)spriteSheetWithFile:(NSString*)fileImage capacity:(NSUInteger)capacity DEPRECATED_ATTRIBUTE;

/** initializes a CCSpriteBatchNode with a texture2d and capacity of children.
 The capacity will be increased in 33% in runtime if it run out of space.
 */
-(id)initWithTexture:(CCTexture2D *)tex capacity:(NSUInteger)capacity;
/** initializes a CCSpriteBatchNode with a file image (.png, .jpeg, .pvr, etc) and a capacity of children.
 The capacity will be increased in 33% in runtime if it run out of space.
 The file will be loaded using the TextureMgr.
 */
-(id)initWithFile:(NSString*)fileImage capacity:(NSUInteger)capacity;

-(void) increaseAtlasCapacity;

/** creates an sprite with a rect in the CCSpriteBatchNode.
 It's the same as:
   - create an standard CCSsprite
   - set the usingSpriteSheet = YES
   - set the textureAtlas to the same texture Atlas as the CCSpriteBatchNode
 @deprecated Use [CCSprite spriteWithBatchNode:rect:] instead;
 */
-(CCSprite*) createSpriteWithRect:(CGRect)rect DEPRECATED_ATTRIBUTE;

/** initializes a previously created sprite with a rect. This sprite will have the same texture as the CCSpriteBatchNode.
 It's the same as:
 - initialize an standard CCSsprite
 - set the usingBatchNode = YES
 - set the textureAtlas to the same texture Atlas as the CCSpriteBatchNode
 @since v0.99.0
 @deprecated Use [CCSprite initWithBatchNode:rect:] instead;
*/ 
-(void) initSprite:(CCSprite*)sprite rect:(CGRect)rect DEPRECATED_ATTRIBUTE;

/** removes a child given a certain index. It will also cleanup the running actions depending on the cleanup parameter.
 @warning Removing a child from a CCSpriteBatchNode is very slow
 */
-(void)removeChildAtIndex:(NSUInteger)index cleanup:(BOOL)doCleanup;

/** removes a child given a reference. It will also cleanup the running actions depending on the cleanup parameter.
 @warning Removing a child from a CCSpriteBatchNode is very slow
 */
-(void)removeChild: (CCSprite *)sprite cleanup:(BOOL)doCleanup;

-(void) insertChild:(CCSprite*)child inAtlasAtIndex:(NSUInteger)index;
-(void) removeSpriteFromAtlas:(CCSprite*)sprite;

-(NSUInteger) rebuildIndexInOrder:(CCSprite*)parent atlasIndex:(NSUInteger)index;
-(NSUInteger) atlasIndexForChild:(CCSprite*)sprite atZ:(int)z;

@end
